In Fig.35 - 36 you can see how to fix problem areas in the topology. In Fig.35 you can see the unwanted triangle and the adjustments made. Each problem area you come across will require a tailored solution. When you browse for shapes that haven't got four sides in your geometry you will come across a few areas where there are problems. Usually this can be solved quite simply by connecting the problem shape with the polygon next to it. This would usually create a square. Another trick is to cut the geometry and make it a quad.

Fig.35

Fig.36

Try to keep the same distance between the loops as much as is possible. This will prevent many problems when creating the UVs and textures, and will avoid division problems when rigging and animating Fig.37 - 38.

Fig.37

Fig.38

Fig.39 is a snapshot of the final head topology. This topology provides enough loops to help the animator to achieve the creases that would be made when the face is expressing emotions. In a professional environment it would be necessary to speak to the rigging and animation team to make sure that you cater for every sort of animation that they would like to do.

Fig.39

When you have done this you can delete the high poly base and finalize any of the remaining details like the inside of the mouth and around the eyes. In the next chapter we will be looking at creating the rest of the body and the accessories.